abstract class SF::SoundSource
- SF::SoundSource
- Reference
- Object
Overview
Base class defining a sound's properties
SF::SoundSource
is not meant to be used directly, it
only serves as a common base for all audio objects
that can live in the audio environment.
It defines several properties for the sound: pitch, volume, position, attenuation, etc. All of them can be changed at any time with no impact on performances.
See also: SF::Sound
, SF::SoundStream
Included Modules
Direct Known Subclasses
Defined in:
audio/obj.crInstance Method Summary
-
#attenuation : Float32
Get the attenuation factor of the sound
-
#attenuation=(attenuation : Number)
Set the attenuation factor of the sound
-
#finalize
Destructor
-
#min_distance : Float32
Get the minimum distance of the sound
-
#min_distance=(distance : Number)
Set the minimum distance of the sound
-
#pause
Pause the sound source
-
#pitch : Float32
Get the pitch of the sound
-
#pitch=(pitch : Number)
Set the pitch of the sound
-
#play
Start or resume playing the sound source
-
#position : Vector3f
Get the 3D position of the sound in the audio scene
-
#position=(position : Vector3f)
Set the 3D position of the sound in the audio scene
-
#relative_to_listener=(relative : Bool)
Make the sound's position relative to the listener or absolute
-
#relative_to_listener? : Bool
Tell whether the sound's position is relative to the listener or is absolute
-
#set_position(x : Number, y : Number, z : Number)
Set the 3D position of the sound in the audio scene
-
#status : SoundSource::Status
Get the current status of the sound (stopped, paused, playing)
-
#stop
Stop playing the sound source
-
#volume : Float32
Get the volume of the sound
-
#volume=(volume : Number)
Set the volume of the sound
Instance Method Detail
Get the attenuation factor of the sound
Returns: Attenuation factor of the sound
See also: #attenuation=
, #min_distance
Set the attenuation factor of the sound
The attenuation is a multiplicative factor which makes the sound more or less loud according to its distance from the listener. An attenuation of 0 will produce a non-attenuated sound, i.e. its volume will always be the same whether it is heard from near or from far. On the other hand, an attenuation value such as 100 will make the sound fade out very quickly as it gets further from the listener. The default value of the attenuation is 1.
- attenuation - New attenuation factor of the sound
See also: #attenuation
, #min_distance=
Get the minimum distance of the sound
Returns: Minimum distance of the sound
See also: #min_distance=
, #attenuation
Set the minimum distance of the sound
The "minimum distance" of a sound is the maximum distance at which it is heard at its maximum volume. Further than the minimum distance, it will start to fade out according to its attenuation factor. A value of 0 ("inside the head of the listener") is an invalid value and is forbidden. The default value of the minimum distance is 1.
- distance - New minimum distance of the sound
See also: #min_distance
, #attenuation=
Pause the sound source
This function pauses the source if it was playing, otherwise (source already paused or stopped) it has no effect.
Set the pitch of the sound
The pitch represents the perceived fundamental frequency of a sound; thus you can make a sound more acute or grave by changing its pitch. A side effect of changing the pitch is to modify the playing speed of the sound as well. The default value for the pitch is 1.
- pitch - New pitch to apply to the sound
See also: #pitch
Start or resume playing the sound source
This function starts the source if it was stopped, resumes it if it was paused, and restarts it from the beginning if it was already playing.
Get the 3D position of the sound in the audio scene
Returns: Position of the sound
See also: #position=
Set the 3D position of the sound in the audio scene
Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).
- position - Position of the sound in the scene
See also: #position
Make the sound's position relative to the listener or absolute
Making a sound relative to the listener will ensure that it will always be played the same way regardless of the position of the listener. This can be useful for non-spatialized sounds, sounds that are produced by the listener, or sounds attached to it. The default value is false (position is absolute).
- relative - True to set the position relative, false to set it absolute
See also: #relative_to_listener?
Tell whether the sound's position is relative to the listener or is absolute
Returns: True if the position is relative, false if it's absolute
See also: #relative_to_listener=
Set the 3D position of the sound in the audio scene
Only sounds with one channel (mono sounds) can be spatialized. The default position of a sound is (0, 0, 0).
- x - X coordinate of the position of the sound in the scene
- y - Y coordinate of the position of the sound in the scene
- z - Z coordinate of the position of the sound in the scene
See also: #position
Get the current status of the sound (stopped, paused, playing)
Returns: Current status of the sound
Stop playing the sound source
This function stops the source if it was playing or paused,
and does nothing if it was already stopped.
It also resets the playing position (unlike #pause()
).